Shader-水波紋效果
阿新 • • 發佈:2019-02-17
效果:
Shader程式碼:
Shader "Custom/shuibowen"{
Properties{
_MainTex("Base (RGB)",2D)="white"{}
_distanceFactor("Distancefactor",float)=1
_timeFactor("time factor",float)=2
_totalFactor("total factor",float)=3
_waveWidth("wave width",float)=4
_curWaveDis("curwave dis" ,float)=5
_startPos("star pos",Vector) = (1,1,1,1)
_MainTex_TexelSize("Maintex_texelSize",vector)=(1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
float4 _MainTex_TexelSize;
uniform float _distanceFactor;
uniform float _timeFactor;
uniform float _totalFactor;
uniform float _waveWidth;
uniform float _curWaveDis;
uniform float4 _startPos;
fixed4 frag(v2f_img i) : SV_Target
{
//DX下紋理座標反向問題
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
_startPos.y = 1 - _startPos.y;
#endif
//計算uv到中間點的向量(向外擴,反過來就是向裡縮)
float2 dv = _startPos.xy - i.uv;
//按照螢幕長寬比進行縮放
dv = dv * float2(_ScreenParams.x / _ScreenParams.y, 1);
//計算畫素點距中點的距離
float dis = sqrt(dv.x * dv.x + dv.y * dv.y);
//用sin函式計算出波形的偏移值factor
//dis在這裡都是小於1的,所以我們需要乘以一個比較大的數,比如60,這樣就有多個波峰波谷
//sin函式是(-1,1)的值域,我們希望偏移值很小,所以這裡我們縮小100倍,據說乘法比較快,so...
float sinFactor = sin(dis * _distanceFactor + _Time.y * _timeFactor) * _totalFactor * 0.01;
//距離當前波紋運動點的距離,如果小於waveWidth才予以保留,否則已經出了波紋範圍,factor通過clamp設定為0
float discardFactor = clamp(_waveWidth - abs(_curWaveDis - dis), 0, 1) / _waveWidth;
//歸一化
float2 dv1 = normalize(dv);
//計算每個畫素uv的偏移值
float2 offset = dv1 * sinFactor * discardFactor;
//畫素取樣時偏移offset
float2 uv = offset + i.uv;
return tex2D(_MainTex, uv);
}
ENDCG
SubShader
{
Pass
{
ZTest Always
Cull Off
ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
Fallback off
}
C#程式碼:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaterWaveEffect : PostEffectsBase {
//距離係數
public float distanceFactor = 60.0f;
//時間係數
public float timeFactor = -30.0f;
//sin函式結果係數
public float totalFactor = 1.0f;
//波紋寬度
public float waveWidth = 0.3f;
//波紋擴散的速度
public float waveSpeed = 0.3f;
private float waveStartTime;
private Vector4 startPos = new Vector4(0.5f, 0.5f, 0, 0);
public Material _Material;
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
//計算波紋移動的距離,根據enable到目前的時間*速度求解
float curWaveDistance = (Time.time - waveStartTime) * waveSpeed;
//設定一系列引數
_Material.SetFloat("_distanceFactor", distanceFactor);
_Material.SetFloat("_timeFactor", timeFactor);
_Material.SetFloat("_totalFactor", totalFactor);
_Material.SetFloat("_waveWidth", waveWidth);
_Material.SetFloat("_curWaveDis", curWaveDistance);
_Material.SetVector("_startPos", startPos);
Graphics.Blit(source, destination, _Material);
}
void Update()
{
if (Input.GetMouseButton(0))
{
Vector2 mousePos = Input.mousePosition;
//將mousePos轉化為(0,1)區間
startPos = new Vector4(mousePos.x / Screen.width, mousePos.y / Screen.height, 0, 0);
waveStartTime = Time.time;
}
}
}
新建一個材質球,選擇此shader,並賦值給這個指令碼,點選螢幕即可看到效果